/Engine/Plugins/Cameras/GameplayCameras/Source/GameplayCameras/Public/LegacyCameraShake.h
Legacy camera shake which can do either oscillation or run camera anims.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, HideCategories=(CameraShakePattern)) class ULegacyCameraShake : public [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase)
float
AnimBlendInTime
Linear blend-in time.
float
AnimBlendOutTime
Linear blend-out time.
float
AnimPlayRate
Scalar defining how fast to play the anim.
float
AnimScale
Scalar defining how "intense" to play the anim.
TObjectPtr< cla...
AnimSequence
Source camera animation sequence to play. Can be null.
uint32:  1
bRandomAnimSegment
If true, play a random snippet of the animation of length Duration.
FFOscillator
FOVOscillation
FOV oscillation
float
FOVSinOffset
Current FOV sinusoidal offset.
float
InitialFOVSinOffset
Initial offset (could have been assigned at random).
FVector
InitialLocSinOffset
Initial offset (could have been assigned at random).
FVector
InitialRotSinOffset
Initial offset (could have been assigned at random).
FVOscillator
LocOscillation
Positional oscillation
FVector
LocSinOffset
Current location sinusoidal offset.
float
OscillationBlendInTime
Duration of the blend-in, where the oscillation scales from 0 to 1.
float
OscillationBlendOutTime
Duration of the blend-out, where the oscillation scales from 1 to 0.
float
OscillationDuration
Duration in seconds of current screen shake. Less than 0 means indefinite, 0 means no oscillation.
float
OscillatorTimeRemaining
Time remaining for oscillation shakes. Less than 0.f means shake infinitely.
float
RandomAnimSegmentDuration
When bRandomAnimSegment is true, this defines how long the anim should play.
FROscillator
RotOscillation
Rotational oscillation
FVector
RotSinOffset
Current rotational sinusoidal offset.
TObjectPtr< cla...
SequenceShakePattern
Sequence shake pattern for when using a sequence instead of a camera anim